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/**
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* @file pfile.h
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*
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* Interface of the save game encoding functionality.
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*/
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#pragma once
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#include "DiabloUI/diabloui.h"
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#include "player.h"
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namespace devilution {
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#define MAX_CHARACTERS 99
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extern bool gbValidSaveFile;
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/**
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* @brief Comparsion result of pfile_compare_hero_demo
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*/
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enum class HeroCompareResult {
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ReferenceNotFound,
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Same,
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Difference,
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};
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std::optional<MpqArchive> OpenSaveArchive(uint32_t saveNum);
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std::optional<MpqArchive> OpenStashArchive();
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const char *pfile_get_password();
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std::unique_ptr<byte[]> ReadArchive(MpqArchive &archive, const char *pszName, size_t *pdwLen = nullptr);
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void pfile_write_hero(bool writeGameData = false);
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/**
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* @brief Save a reference game-state (save game) for the demo recording
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* @param demo that is recorded
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*/
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void pfile_write_hero_demo(int demo);
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/**
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* @brief Compares the actual game-state (savegame) with a reference game-state (save game from demo recording)
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* @param demo for the comparsion
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* @return The comparsion result.
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*/
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HeroCompareResult pfile_compare_hero_demo(int demo);
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void sfile_write_stash();
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bool pfile_ui_set_hero_infos(bool (*uiAddHeroInfo)(_uiheroinfo *));
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void pfile_ui_set_class_stats(unsigned int playerClass, _uidefaultstats *classStats);
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uint32_t pfile_ui_get_first_unused_save_num();
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bool pfile_ui_save_create(_uiheroinfo *heroinfo);
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bool pfile_delete_save(_uiheroinfo *heroInfo);
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void pfile_read_player_from_save(uint32_t saveNum, Player &player);
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void pfile_save_level();
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void pfile_convert_levels();
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void pfile_remove_temp_files();
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std::unique_ptr<byte[]> pfile_read(const char *pszName, size_t *pdwLen);
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void pfile_update(bool forceSave);
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} // namespace devilution
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